Etreageometrievariable - Être à Géométrie Variable

etreageometrievariable - Être à géométrie variable

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11 years ago

Ni No Kuni, la Vengeance de la sorcière céleste

Ou quand la magie des Studios Ghibli s’invite dans nos consoles.

Il faut dire que quand un studio d’une telle renommée prête son talent a un jeu réalisé par Level 5 (Dragon Quest VII, professeur Layton, Rogue Galaxy… pas ce qu’on pourrait appeler des débutants dans le cell shading !), on s’attend a du beau, du grand, du fun. Ici, pas de héros à la psychologie torturée, d’intrigue complexe ou de choix cornéliens. Nous sommes dans l’univers Ghibli, où l’on goute à la beauté simple d’un retour en enfance, et où on se balade naïvement, un sourire aux lèvres.

Dès les premières minutes, le jeu plonge nous plonge dans l’univers promis : design, couleurs, animation, thème, personnages, tout respire la fraicheur propre au studio. Rapidement, les éléments de l’histoire se mettent en place : Oliver vit seul avec sa mère dans une petite ville moderne. Son meilleur ami et lui sont passionnés d’automobile et planifient, cette nuit, d’essayer le prototype sur lequel ils ont si durement travaillé ! Bien entendu, cela ne se passe pas comme prévu, et Oliver se retrouve a patauger dans les courants de la rivière voisine. Folle d’inquiétude de ne pas trouver son fils adoré dans sa chambre, la mère d’Oliver part à sa recherche à travers la ville. Apres s’être porté au secours du jeune garçon, celle-ci est victime d’une attaque cardiaque. On apprend que, de constitution faible, celle-ci a sans doute trop forcé cette fois-ci.

Quelques heures plus tard, « Ka-San » décède devant son fils.

Déprimé au-delà de toute description, Oliver ne mange plus, et passe ses journées à pleurer dans sa chambre, serrant contre lui la peluche que sa mère bien aimée lui a confectionnée quelques mois auparavant. Ladite peluche se révèle être une sorte de fée nommée Lumi, un être venant de L’Autre Monde (Ni No Kuni en VO). Une fois le choc passé, celui-ci explique à Oliver son problème.

Une entité maléfique nommé Shadar frappe les habitants de l’autre monde de divers maux. En leur volant une partie de leur cœur, il supprime une de leurs qualités fondamentales (Courage, Gentillesse, etc…). Le problème, c’est que Shadar menace non seulement l’autre monde, mais aussi celui d’Oliver. En effet, les habitants des deux mondes sont liés : chaque habitant d’un monde possède une âme sœur très semblable physiquement, également impactée, dans l’autre. Un effet miroir qui fait dire à Lumi que si la mère d’Oliver est décédée, cela veut sans doute dire qu’il est arrivé quelque chose de grave a son âme sœur.

En effet, il s’avère que son âme sœur est une Grande Sage, une magicienne puissante qui a tenté de confronter Shadar, et qui a vu son âme emprisonné par l’être maléfique. Décidé à tout tenter pour ramener sa mère, c’est ainsi qu’Oliver s’engage sur la voie de Magicien ainsi que dans le monde fantastique de Ni No Kuni !

Le voyage initiatique d’Oliver lui fera rencontrer de nouveaux alliés, et verra ses pouvoirs magiques grandir au fur et à mesure qu’il ajoutera de nouvelles pages à son grimoire. Le grimoire est en effet un point central du jeu. Partie intégrante de l’attirail de magicien, avec la baguette et une précieuse fiole magique, l’antique livre regroupe pas mal d’informations sur l’univers du jeu, et bien que quelques pages soient présentes dès le début de l’aventure, celui-ci se remplira au fur et à mesure de la progression du personnage.

Le système de combat en temps réel est assez dynamique sans tomber dans l’excès d’action, il contient en effet un aspect stratégique centré sur le positionnement, le blocage et l’esquive des coups adverses. On contrôle un des personnages mis en scène dans le combat, les autres suivant une stratégie basique (« Donne tout », « garde nous en vie », « reste en arrière », etc… »). Rapidement, Oliver (et ses alliés par la suite) ont la possibilité d’invoquer des créatures pour prendre leur place au combat. Dans un format similaire à Pokémon, il est possible de capturer ces créature, de les élever (via le combat mais aussi en leur donnant à manger) et de les faire évoluer. Rien de totalement innovant donc, mais l’ensemble reste joliment adapté à l’univers du jeu. Le jeu utilise aussi l’alchimie pour fabriquer de nouveaux objets, ainsi que le transfert de « morceaux de cœurs » pour guérir les cœurs brisés, la plupart du temps utilisé pour la progression du scénario.

Ni No Kuni est un jeu auquel j’ai longtemps voulu jouer. Je ne suis pas un fan inconditionnel de Ghibli, je ne suis pas un fervent joueur des RPG made in Level5 (je n’ai pas fini Dragon Quest 8 ou Dark Chronicles…), mais cette bouffée d’air frais dans l’ambiance lourde des RPG occidentaux actuels (Dragon Age, The Witcher, Skyrim, Fallout ec…) est vraiment bienvenue. Dans l’impossibilité de mettre la main sur la version DS lors de sa sortie (avec le grimoire EN VRAI !), voir le titre arriver sur console de salon a été une très bonne surprise !

Un petit bémol est cependant à porter du côté de la difficulté. Je ne m’attendais pas forcément a un challenge insurmontable, mais les phases  « d’enquêtes » sont assez faciles (les fameux mots clés des phrases écris en gras, soulignés et en rouge…). Les combats sont eux assez équilibrés : nul besoin de grinding abusif pour aller affronter les divers boss du jeu, mais y aller tête baissée vous vaudra un Game Over à coup sûr!

Ni No Kuni est donc un jeu que je suggère fortement a tous ceux qui recherchent un peu de fraicheur dans un RPG classique dans sa structure et son gameplay, challengeant sans être hardcore, mais également frais par son design et son ambiance !


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Blvck And Gold

blvck and gold

10 years ago

I would've liked to see her fully dressed, but she's beautiful this way too!

etreageometrievariable - Être à géométrie variable
etreageometrievariable - Être à géométrie variable

Roll to banish TERFs

Roll To Banish TERFs

It’s a natural 20

Beatrix By BenedictWallace

Beatrix by BenedictWallace

Matt Colville is a great person and a awesome DM. A combination too rare to ignore.

(via https://www.youtube.com/watch?v=EHUCi6ZbVxU)

i love hearing stories of successful popular DMs being super inclusive

THE WHOLE MAP

THE WHOLE MAP

How much of your map you draw depends on you and your story. Start with what is important to the story and when you have time, you can draw maps for other places as well.

When you draw the main area, whether it be an island, a whole country, or just part of a country, start with the outline and geography. Draw the main borders, add some geography, and figure out its climate based on its position. I would suggest drawing borders within an area after drawing the geography, as rivers are often used as borders and they can help give your world a more natural look.

If you’re making up the whole world with all its land masses and whatnot, I would suggest creating one giant landmass, cutting it up, moving the pieces around a bit, and then adding and taking away some coastal lands to change the shape a bit.

When focusing on an area and with a story in which characters travel, it’s a good idea to figure out the distance so you know how far and how long your characters need to travel. To do this, compare the map to a real-world map and come up with a conversion for distance (ex: 1 inch = 15 miles).

If you have trouble coming up with borders, coastlines, rivers, mountain ranges, and other geographical and political locations, grab some maps or an atlas and trace small parts of real world places for your map. Put them all together and you’ve got a whole new world.

Stuff to Include:

Compass rose

Names of geographical places

Symbols to represent settlements

Bodies of water

Geographical places such as mountains and deserts

Important major roads

A legend for these symbols

The trail that your characters travel on

SETTLEMENTS:

If there are important settlements in your story, it’s a good idea to make a map for your own reference. Some settlements are (in order of smallest to largest): hamlets, villages, towns, and cities. Of course there are other settlements, but the terms used and what they mean vary by region.

Before you make your map, you should consider the following:

What is the population? How many people make up a village or a city is up to you and it should reflect the population and the population density of the fictional region you’re writing in.

Where is it located? The first permanent settlements started small and sprung into cities while farms and villages popped up around them. These settlements were also near water and other resources, which brings us to the age:

How old is it? The oldest settlements will be near water no matter how much technology is available in the time period you’re writing in. Older settlements were not built with the technology needed to transport water to far places. How old a settlement is will also affect the architecture and the artifacts and structures found nearby.

What is the layout? Newer settlements will typically have an organized layout based on the geography around the settlement. Older settlements may be organized as well, but are more likely to have roads built around permanent dwellings and buildings rather than the other way around. If your settlement is organized, build the roads first. If it’s not, mark structures first and build the roads around them.

Roads & Buildings:

Like mentioned above, the layout of your settlement depends on geography, roads, and structures.

It would be best to start with the geography, such as hills, bodies of water, and forests. Once you have the general geography of the settlement, you can either put the roads down or the structures.

Organized settlements should start with major roads. How many you have depends on the population size. If there are only a few hundred people in the settlement, there may only be one or two main roads with several minor roads. The main road should lead people to important areas of a settlement, such as a government building, the roads out of the settlement, and other non-residential buildings or structures. However, there can still be residential dwellings. The minor roads should come off the main road(s) can lead to anywhere from residences to parks. To differentiate between the main roads and minors roads, draw the main roads as thicker lines.

Unorganized settlements usually, but not always, start with the structures and without a plan of what this settlement will develop into. While organized and pre-planned settlements are more likely to cut into geographical areas rather than work around them. If your settlement has less grid-like roads and more random placements, start by placing all the structures of your town before drawing the roads.

These types of settlements will still have some type of structure. For example, non-residential buildings tend to be in one area with the occasional stay building. This is usually where a main road ends up. Residential buildings are more random. How far apart they are depends on the type of settlement and what the people at that residence do. Farmers will have more land while those who don’t work off the land or who work outside of their home may or may not have smaller properties.

Draw the oldest roads in unorganized settlements first. The oldest roads usually end up being major roads whether they are straight or curved. The minor roads will go next or there may be no minor roads at all.

Now you have to name your roads and buildings. You don’t have to name all of them, but it can help for reference and it can help build your world.

If you are building a city rather than a smaller dwelling, there are more tips for that here.

GEOGRAPHY:

Climates and Ecosystems:

World Climate Zones

World Biomes

Tundra

Tundra Biome

Taiga

Grasslands

Grassland Biome

Chaparral

Savanna

The Mediterranean Biome

Forests:

Deciduous Forest Biome

Forestry Terms

Tropical Rain Forests

Temperate Forest

Forest Biome Regions

The Forest Biome

Sand:

Deserts

Anatomy of a Beach

Types of Dunes

Desert Biome

The Formation of Deserts

How Are Deserts Made?

Where Are Deserts Found?

Caves:

Caves

Cave Terms

Sea Caves

Solution Caves

Volcanoes:

Anatomy of a Volcano

How Volcanoes Work

Water:

Waterfall Classification

River Anatomy

Anatomy of a River

How Rivers Are Formed Animation

Freshwater Biome

Marine Biome

Lake Origins

Water Geography

Mountains:

How Mountains are Formed

Mountain Ranges

The Alpine Biome

Alpine

More:

Nations and Culture 2.1: Giving Land a Face

Fantasy World Maps

Glossary of Geography Terms

Fantasy Map Photoshop Resources

Fantasy Map Brushes

Ridiculously Honored To Have Been Able To Do Today’s Doodle For Sally Ride’s 64th Birthday. First
Ridiculously Honored To Have Been Able To Do Today’s Doodle For Sally Ride’s 64th Birthday. First
Ridiculously Honored To Have Been Able To Do Today’s Doodle For Sally Ride’s 64th Birthday. First
Ridiculously Honored To Have Been Able To Do Today’s Doodle For Sally Ride’s 64th Birthday. First
Ridiculously Honored To Have Been Able To Do Today’s Doodle For Sally Ride’s 64th Birthday. First

Ridiculously honored to have been able to do today’s doodle for Sally Ride’s 64th birthday. First female US astronaut, first LGBT astronaut, youngest astronaut to date, physicist, professor, author, and champion of interesting STEM programs for kids, especially girls. 

You can read more about her here, including a guest blog post from her partner Tam O’Shaughnessy. You can also find a video animated by the amazing Nate Swinehart, and narrated by myself and Tam, detailing some of the process work that went into everything.

me at night: tomorrow i'm gonna wake up early and start with a run and then i'm gonna go over my notes and drink a super healthy protein shake and eat fruit and work on ME i'm gonna dress so nice and be extra kind and study hard tomorrow i am gonna OWN this :)

me in the morning: no.

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etreageometrievariable - Être à géométrie variable
Être à géométrie variable

Yet another geeky guy on the internet of Things. Plot-twist: is actually a feminist, expect some reblogs.

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